Hello, I come from a film background and recently have started learning game art and doing low poly model normals. Below is a bake I did in Substance Painter using my low poly mesh and high poly sculpt. I was informed that I should be using all soft normals after I got artifacts on corners due to hard edge normals: All the…
First of all I would check how close your low poly model matches your high.If they are close,in my understanding the position in wich rays are fired is too far,hence the distorsions.You can specify that value,if your software allows it (like in xNormal,wich i suggest for baking anyway).If not you can try making a cage and…
So I assume you're using a in house game engine that doesn't support mikktspace right? Anyways, as I said, it's still hard to know what you're trying to bake from and what is actually the problem. It really seems that your low poly is not conforming to the high poly silhouette. And maybe you're baking it on a low…
Hi Jed, Yes, I managed to get good results with xnormal, although the main problem is that I don't really want to leave the modeling software. It's probably me, but baking more complex forms usually ends up with quite a back and forth. Exporting then importing to xnormal doesn't really make it faster. So the big question…
#tldr I wrote a guide, you have to read it :o So i have been writing this (not so) little guide for internal use only. But as there are only few written guides nowadays. And tons of videos which are kickass but hard to find the exact info you want.... I thought it might be good to make it public. I will update it together…
You should definitely look into more reference. I see quite a lot of things that aren't techincally correct and make it come across as a bit dinky. -Your engine is not connected to the frame firmly. it just stands there. The engine has quite alot of torque applied to it when driving the bike, so there should be brackets.…
hi there so i just baked my sword and really happy with how it came out but i have to ask, what is this issue that appear here when i baked it. It seem to be related to the ambient occlusion. Just like to know what this issue is and what I is causing it so I know what to do in the future and all. Also this is baked in…
Hi guys)Could anyone explain-what causes these damn artefacts when baking AO map in SP?They are appearing where the seams are located.I changed dialation width a few times but it did not help.What adjustments do I have to do in substance painter?
I'm probably doing a lot of things wrong, but this is my first time baking normals. I also tried to bake them to a simple plane, that worked just fine. Also this is just a test, there is pinching at some of the corners> I don't really care about those right now since I've spent a few days screwing around trying to fix…
My question stems mostly from creating a light map. I know that when you make a light map, that it has to be on a second UV channel and if the object that is being UV'd has overlapping UVs on the first UV channel, then you need to make the second UV channel have different UVs that are non overlapping. But, what I don't…